If ONE person would like to make a Investigation check to basically determine the timing of when to jump (given Feather Fall drops at 10 feet per second, you can try and figure out the timing as to when to jump so give people a better chance of landing on the intended carriage.
Boo just being a little helpless Halfling girl... and just the group's healer, not a seasoned profession looks to the others to make the call, but not a slouch when it comes to raw intelligence (investigation) is ready to and offers to lend a hand or a brain cell or two andHelp whoever the one is who makes the call. When its time and that person gives the signal Boo takes to the air trying for the first carriage just behind the engine but willing to settle for whatever she can make and count herself lucky to get there in one piece.
Not sure in this instance if DM will allowHelp action for a roll with advantageor not but figure there it is if it is permitted, if not then no worries. In character gave Boo's reasoning for not taking it upon herself to make this call but willing to help. She is +7 on Investigation but I don't think she is at the top of pile player character wise so in character leave it to the big boys to work out, plus my rolls usually suck.
pokepaladdy, When people jump, can they make an Acrobatics check. There won't be any fall damage from the Feather Fall being cast, but it's for other stuff ;-)
I figure while I am at it with this post I will go ahead and make Boo's Acrobatic check below for her landing on the lightning rail for DM to judge how well or not well that goes.
A fat hairy '7'lol, well at least she is at the other end of that rope... ;)
FYI... As a backup, in a worse case scenario, Boo besides the rope... is thinking ahead and hasMisty Step as a bonus action if she needs it and the range and time factor allows.
Quote from Sarcasticfury>> Technically speaking, Athletics covers jumping. Would one not be able to use Athletics in place of Acrobatics?
Yeah, maybe, but for Boo I followed the DM instructions made in an earlier post #59 to make a Acrobatics check including it in my spoiler above. I can see the roll really as an either-or casesince the jumping part normally involves walking/running etc. more athletic based but here I can also see them being under a feather fall and in Boo's case flying so can also see where acrobatics would suit better, in the end, its the DM's call, for me either/or seems fair and reasonable so I am not concerned and will go with the flow. If Athletics is preferred then just use my roll above and instead of a +3 make it a -1 for aAthletics check roll total of '3' then.
Majin times the group's jump off of the bridge, as the party launches themselves off. He mistimed it slightly, as the group finds themselves landing two carriages behind where they were planning.
Those who got less than 10 Acrobatics: You tumble as you land, falling back another carriage as the lightning rail continues its slower turn along the path of lodestones.
(To clarify, Engine <- Carriage 1 -< Carriage 2 <- Carriage 3 <- Carriage 4 <- Carriage 5 <- Carriage 6 <- Carriage 7. The group landed on Carriage 3, or 4 if you fail the Acrobatics check)
This post has potentially manipulated dice roll results.
Boo rolls and twists about cursing like a blind sailor with each and every thud... just barely managing not to fall over the sides until at last her tumbling act comes to a halt on carriage four. Slowly picking herself up... she straightens her hat before turning her head to look up and down the top of the lighting rail carriages in both directions to see where she landed and learn anything more about how the carriages are put together... openings, windows, skylights, vents, etc. as well looking and listening for any signs or sounds to determine if they have been spotted or being observed.
When her eyes lock on the gnome, dead-eye dick, she thanks him with the dreaded... moutza, a Halfing hand gesture raising her open hand, palm out, with spread fingers in front of her towards him as a sign of her pain and displeasure. Then not completely, 100% satisfied she has expressed herself fully... Boo follows it with the fig, another Halfing hand gesture often favored by many criminals and residents of the slums of Lower Dura... holding up a clenched fist with her thumb between her first and second fingers... then, at last, ends her non-verbal tirade by blowing him a kiss and flashing a fake smile...
Feeling a little better now, Boo runs her hands up and down brushing herself off again... rubbing her poor abused bum as she slowly begins to make her way in the direction of the others to link up and find out their next move.
Majin lands with a slight roll down the length of the car before stopping in a crouch. He looks at Boo as she curses him out and just shacks his head. Then he makes his way towards the back of car 3 (in between 3 and 4) to meet up with the others.
This post has potentially manipulated dice roll results.
Acrobatics 19 + 7.
Eldin will suggest the group lets him and 1 other person check carriage 1, 2 and the engine. Then his group will meet up with the other group. The other group will go about checking the other carriages.
This post has potentially manipulated dice roll results.
Acrobatics 5 + 7.
Eldin will suggest the group lets him and 1 other person check carriage 1, 2 and the engine. Then his group will meet up with the other group. The other group will go about checking the other carriages.
Boo shrugs and continues on to at least link up with Majin still paying close attention to the individual carriages, etc. to find out what she can while the others scout the engine and carriages 1 and 2..., if Boo were a gambler, she would put odds on the crates being smack in the middle carriages of the train but boys will be boys, let them have their fun.
Walking up to the Majin, Boo shares the latest word, "well Guido is hiding and keeping a low profile watching our boys back at the ranch starting a smackdown with the visiting team, still too early to call though but from the sound of it, they are having fun." Boo pulls out a small pouch of beef jerky, snatches out a sliver and starts to chew while she waits, offering some to the gnome.
The wind blows against the group as the lightning rail slows slightly as it begins its gradual turning path. The group begins to work along to get to the front carriage. As long as you don't run (no dash you shouldn't slip or fall off of the side. As the group gets to the front of carriage 1, they hear the door to the carriage slip open, as stepping out is what appears to be a House Cannith grunt worker, probably trying to figure out what the thudding noise on the roof is about.
Everyone: Determine which carriage roof you are standing on between 1 and 4.
Initiative: How I will be running initiative will be as such.
To save time I'll roll everyone's initiative in a single post, then post below the organised list.
If your initiative is before the next DM-controlled character (ally NPC, end of round, monsters, etc.), then feel free to take your turn.
Turns are in flux based on the above. If you have a party member before you, you can take turns around one another.
The only exception to the above is if saving throws are essential (i.e. death saving throws), as those saves would need to be done before an ally gets a chance to heal them.
If you don't post within 24 hours, I'll take a turn appropriate to your character, using lower end abilities (cantrips, weapon attacks) unless it seems suitable to use something else.
For this particular initiative, I'll keep the scores for while on the coach. If new things are introduced, I'll just roll for them and slot them in as required.
Carrick jumps down and with both of his sword manages to smack the guy silly, knocking him out. (Cannith Grunt: Defeated, 25 damage. Unconscious for 4 hours)
As he lands (all Assassin's Creed Style), he hears a "What the?" come from in the carriage. There appear to be three other grunts in there (they'll be on the same initiative).
If ONE person would like to make a Investigation check to basically determine the timing of when to jump (given Feather Fall drops at 10 feet per second, you can try and figure out the timing as to when to jump so give people a better chance of landing on the intended carriage.
Current Player In: The Guild as Elsara Deepmoon
Boo just being a little helpless Halfling girl... and just the group's healer, not a seasoned profession looks to the others to make the call, but not a slouch when it comes to raw intelligence (investigation) is ready to and offers to lend a hand or a brain cell or two and Help whoever the one is who makes the call. When its time and that person gives the signal Boo takes to the air trying for the first carriage just behind the engine but willing to settle for whatever she can make and count herself lucky to get there in one piece.
Not sure in this instance if DM will allow Help action for a roll with advantage or not but figure there it is if it is permitted, if not then no worries. In character gave Boo's reasoning for not taking it upon herself to make this call but willing to help. She is +7 on Investigation but I don't think she is at the top of pile player character wise so in character leave it to the big boys to work out, plus my rolls usually suck.
I figure while I am at it with this post I will go ahead and make Boo's Acrobatic check below for her landing on the lightning rail for DM to judge how well or not well that goes.
A fat hairy '7' lol, well at least she is at the other end of that rope... ;)
Boo's Acrobatics check 7
FYI... As a backup, in a worse case scenario, Boo besides the rope... is thinking ahead and has Misty Step as a bonus action if she needs it and the range and time factor allows.
Technically speaking, Athletics covers jumping. Would one not be able to use Athletics in place of Acrobatics?
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Yeah, maybe, but for Boo I followed the DM instructions made in an earlier post #59 to make a Acrobatics check including it in my spoiler above. I can see the roll really as an either-or case since the jumping part normally involves walking/running etc. more athletic based but here I can also see them being under a feather fall and in Boo's case flying so can also see where acrobatics would suit better, in the end, its the DM's call, for me either/or seems fair and reasonable so I am not concerned and will go with the flow. If Athletics is preferred then just use my roll above and instead of a +3 make it a -1 for a Athletics check roll total of '3' then.
Athletics is for jumping, Acrobatics is for landing ;-)
"Do you know how to fly this thing?"
"Fly, yes! Land, no!"
Current Player In: The Guild as Elsara Deepmoon
If no one objects I'll can make the investigation 6, (in case I had advantage 14)
Majin's acrobatics rolls: 26
"Here we go!"
Acrobatics: 23
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Majin times the group's jump off of the bridge, as the party launches themselves off. He mistimed it slightly, as the group finds themselves landing two carriages behind where they were planning.
Those who got less than 10 Acrobatics: You tumble as you land, falling back another carriage as the lightning rail continues its slower turn along the path of lodestones.
(To clarify, Engine <- Carriage 1 -< Carriage 2 <- Carriage 3 <- Carriage 4 <- Carriage 5 <- Carriage 6 <- Carriage 7. The group landed on Carriage 3, or 4 if you fail the Acrobatics check)
Current Player In: The Guild as Elsara Deepmoon
Boo rolls and twists about cursing like a blind sailor with each and every thud... just barely managing not to fall over the sides until at last her tumbling act comes to a halt on carriage four. Slowly picking herself up... she straightens her hat before turning her head to look up and down the top of the lighting rail carriages in both directions to see where she landed and learn anything more about how the carriages are put together... openings, windows, skylights, vents, etc. as well looking and listening for any signs or sounds to determine if they have been spotted or being observed.
Investigation 13 Perception 26
When her eyes lock on the gnome, dead-eye dick, she thanks him with the dreaded... moutza, a Halfing hand gesture raising her open hand, palm out, with spread fingers in front of her towards him as a sign of her pain and displeasure. Then not completely, 100% satisfied she has expressed herself fully... Boo follows it with the fig, another Halfing hand gesture often favored by many criminals and residents of the slums of Lower Dura... holding up a clenched fist with her thumb between her first and second fingers... then, at last, ends her non-verbal tirade by blowing him a kiss and flashing a fake smile...
Feeling a little better now, Boo runs her hands up and down brushing herself off again... rubbing her poor abused bum as she slowly begins to make her way in the direction of the others to link up and find out their next move.
Majin lands with a slight roll down the length of the car before stopping in a crouch. He looks at Boo as she curses him out and just shacks his head. Then he makes his way towards the back of car 3 (in between 3 and 4) to meet up with the others.
Carrick is incredibly pleased with himself after sticking that landing. And then he notices that Boo and Majin landed on a different car.
“What’s the point of making a perfect jump if no one’s gonna see it?” He mumbles.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Acrobatics 19 + 7.
Eldin will suggest the group lets him and 1 other person check carriage 1, 2 and the engine. Then his group will meet up with the other group. The other group will go about checking the other carriages.
Acrobatics 5 + 7.
Eldin will suggest the group lets him and 1 other person check carriage 1, 2 and the engine. Then his group will meet up with the other group. The other group will go about checking the other carriages.
Ith' s acrobatics 18
"Go. Check the first cars, I 'll keep a lookout for incoming trouble or guards. Let's try to stick together though."
Writing a Story
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/27837-magister-reborn-story-thread
Boo shrugs and continues on to at least link up with Majin still paying close attention to the individual carriages, etc. to find out what she can while the others scout the engine and carriages 1 and 2..., if Boo were a gambler, she would put odds on the crates being smack in the middle carriages of the train but boys will be boys, let them have their fun.
Walking up to the Majin, Boo shares the latest word, "well Guido is hiding and keeping a low profile watching our boys back at the ranch starting a smackdown with the visiting team, still too early to call though but from the sound of it, they are having fun." Boo pulls out a small pouch of beef jerky, snatches out a sliver and starts to chew while she waits, offering some to the gnome.
The wind blows against the group as the lightning rail slows slightly as it begins its gradual turning path. The group begins to work along to get to the front carriage. As long as you don't run (no dash you shouldn't slip or fall off of the side. As the group gets to the front of carriage 1, they hear the door to the carriage slip open, as stepping out is what appears to be a House Cannith grunt worker, probably trying to figure out what the thudding noise on the roof is about.
Everyone: Determine which carriage roof you are standing on between 1 and 4.
Initiative: How I will be running initiative will be as such.
ROLLING INITIATIVE:
Boo: 15
Carrik: 20
Dalin: 12
Edrick: 11
Eldin: 7
Majin: 8
Cannith Grunt: 11
For this particular initiative, I'll keep the scores for while on the coach. If new things are introduced, I'll just roll for them and slot them in as required.
Current Player In: The Guild as Elsara Deepmoon
INITIATIVE: ROUND 1
Carrik (54/54 HP)
Boo (38/38 HP)
Dalin (34/34 HP)
Edrick (38/38 HP)
Cannith Grunt
Majin (49/49 HP)
Eldin (40/40 HP)
Scenario: The grunt hasn't managed to do anything beyond turn around to see whomever is leading the group.
Current Player In: The Guild as Elsara Deepmoon
Carrick is on the first car. He's going to take the pommel of his sword and try to knock this guy out.
Attack: 9 Damage: 14
Attack: 26 Damage: 9
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
(We'll go with the flat of the blade)
Carrick jumps down and with both of his sword manages to smack the guy silly, knocking him out. (Cannith Grunt: Defeated, 25 damage. Unconscious for 4 hours)
As he lands (all Assassin's Creed Style), he hears a "What the?" come from in the carriage. There appear to be three other grunts in there (they'll be on the same initiative).
INITIATIVE TRACKER
Boo (38/38 HP)
Dalin (34/34 HP)
Edrick (38/38 HP)
Cannith Grunt #2 (uninjured)
Cannith Grunt #3 (uninjured)
Cannith Grunt #4 (uninjured)
Majin (49/49 HP)
Eldin (40/40 HP)
END OF ROUND
Carrik (54/54 HP)
Current Player In: The Guild as Elsara Deepmoon
Ith , (Dalin is on coach 3) He will move forward and stand ready between coach 2 and 3 to see if anyone is moving toward the first coach.
Ready an action to cast a spell in case it is needed.
Writing a Story
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/27837-magister-reborn-story-thread